James Heign:
"Bit of both. Carry me, then when you see something you want really dead, throw me at them."
Yeah. That.
They nod and pick you up. You are now being given a piggyback ride by the stave-wielder, perhaps not the most dignified arrangement for all those involved, but it works well enough thanks to your light weight. As you enter the reception, a few of them stop to collect some shards from the crushed wolves. Soon enough, you all arrive back where the monster's corpse lies.
"I-is it dead?""Does it look alive?""N-no, but I mean, i-is it safe to..."[TRAN: 12/2] Resistance
One of them draws their knife and, after practising the motion a few times, throw it at the corpse. The world burns octarine once more, this time, at a more comfortable distance, the arcane explosion blasting apart the weapon and deepening the crater in which its epicentre lay.
"It is now.""Not gonna lie, you saved us a lot of trouble, I wasn't looking forwards to fightin' that thing.""Heh, that makes two of us."Your impromptu mount nods to the axe wielders who hesitantly approach, shields out. As they near it, their strides gain confidence and they begin sinking their weapons into its chitinous form, their cleaving blows gaining strength and certainty with each strike.
"There's somethin' we need to cut out of it. Should be the most dangerous thing there in here. Should be." ((Also, we will be ruling that, since you're so lightweight that you don't really hamper the person carrying you, and you're in a position wherein you can still exert some influence over their movement if you try, you can still use MDEF while riding them. If your MDEF roll is higher than theirs (which it will almost always will be), your roll overwrites theirs, allowing you to protect both yourself and them.
Yes, this does mean that you PCs could all gather around and form some kind of horrible aerogel piggyback totem pole that requires enemies to beat six MDEF rolls to hit, but we're reasonably confident there are enough drawbacks to that such that it doesn't become the new meta or something
))
"I know I didn't. What's conductive loop? Please teach me. Teach me many things!"
Try enchanting again if Red can teach anything useful. It was free gun so I may as well do experiments here. See if I can construct magical antenna Red is talking about. 22 is the word for enchanting experiments.
Otherwise do easy magic... hmm, when in doubt c4. And dd. Split COMP evenly for both.
Wait for the bus.
[COMP: 2] Enchant, 22
[COMP: 2] Spell, c4
[COMP: 2/1] Spell, dd
You repurpose part of a wire coat-hanger into a loop and jam it into your weapon, you fizzle however, as does your following spell. For your second spell, you conjure an image of a pair of vambraces and rerebraces.
The bus arrives eventually, an old electric intercity coach with peeling paint and dirty windows. Sure enough, there's plenty of bodies inside it, they look like they've been pulverised with an obscene amount of force, yet oddly, the interior around them doesn't seem to have any of the impact damage you'd expect. The driver is a uniformed skeleton, it tips its hat as you enter. Waiting for you in one of the seats near the side doors, is an odd, bulky helmet with an elaborate harness that makes it quite hard to shift when fully secured and a sensor array mounted to the front, its interior is dotted with a series of electrodes. Next to it, is a sleek combat shotgun, and thirty scarlet shells for it. A note rests beneath it.
Put on the helmet before you leave. Secure it tight. The shotgun is loaded with six shells. All of those are incendiary. Think of it as a distraction. You'll have to provide your own weapons. Locate and engage the anomalous units. Further instructions will follow.The bus speeds along all the way down to the newly battle-scarred landscape of Floor 1, dropping you off in a semi-industrial area. There are several large holes blasted into the facility to the east, to the north is another such facility in notably better condition. In the west, lie warehouses, and to the south the residential buildings lie burning.
"Jus, when I die, send me over to the Dead Hand. I want to take a look at their gear. And if Dead Hand isn't a possibility, just plop me back to an NEE base."
Summon myself a new '12 84'. Replace my breastplate with the new one, should I not fail the spell. Start looking through the various syringes and see which ones seem useful. I am going to die again soon, so I probably don't have to worry about overdosing too. If overdosing on those is a thing. Grab a few grenades and bind them together with cloth from the uniforms. Making a few grenade bundles for whatever is waiting for us up there sounds like a good idea. If we got unlimited time to prepare (and thus am able to cast another spell with full COMP) do a '12 d0' and give the result to Beirus, since his sword is now more or less useless (and if I've got time for another full COMP spell, do yet another '12 84' but for Beirus, this time).
Once the Ladlemonger's preparations are complete, he'll turn to Beirus with a grin under his skull mask.
"Ready to die, my friend?"
[COMP: 6/6] Spell, 12 84
You conjure another rune-inscribed chest plate of bleached bone and oil-like fluid.
The wind seems to have died down now and you have plenty of time to prepare, almost as if the tower is giving you the time so you can throw your best shot at it. Perhaps 'it' is convinced of victory, or it has some unknown purpose achieved in waiting you cannot guess at. Grenade scavenging produces a single bundle cluster bomb.
As for the syringes, Beirus' Equipment Check manages to pick out the five unused ones. Come to think of it, if these are the only ones that haven't been used, then it could really only mean one of two things - their owners perished before they could use them, or, more concerning, their owners had, given the choice between using them, and death, chose death. All of them are apparently magical, which is to say that the horrible side-effects that may or may not exist aren't constrained by the laws of physics. Lovely.
You take three, one transformation, two enhancements. Beirus takes the remaining two.
[COMP: 9/6] Spell, 12 d0
[COMP: 10/6] Spell, 12 84
You conjure up an obviously evil sword of bone with glowing runes that seem to shift and whisper in the corner of your vision, followed by another chestplate with a slightly sturdier construction to the first one.
Jus gives you your resurrection options.
You will be leading a squad of fellow Witch Knights on Floor 0 charged with capturing, dead or alive, a particularly powerful unit located on the outer edge of the anomaly. Your fire support unit will be deploying spells that aim to cripple large, power foes. In addition, they have sent constructs ahead of you to help soften up the target, and have procured autoframe support in the form of PUPPETs.
You alone have been deployed to Floor 1 to hunt down and capture an exceptionally dangerous unit. For this purpose your equipment have a more defensive bias, aimed towards keeping you alive while you whittle down your foe. Your weapons are quite powerful, designed for executing vulnerable foes at close-range while your fire support unit will be using spells geared towards binding evasive targets.
A group of NEE and System League soldiers have found themselves pinned down by unknown units on Floor 4. Equipped with a general purpose urban warfare kit, your fire support unit featuring wide area bombardment spells, your objective to eliminate the unidentified units and rescue the soldiers. This is admittedly, as much a propaganda mission as it is an attempt to curry favor with both sides.
There have been reports of certain, interesting, pieces of technology sighted on Floor 4, pieces of technology the kingdoms would very much like to get their hands on. Equipped for guerrilla warfare and skulduggery, your orders are to get in there, steal as much as you can, and get the hell out of there. Very much the kind of smash and grab job the System League are better known for.
Beirus returns the grin. "Not without a fight."
Gather supplies, mostly grenades and useful looking combat drugs. Also grab an 09AIAR and an 07AIAR. Grab an extra clip for each out of the other guns.
"Jus, is there any way to hook the plasma blade into the generator to siphon power? Or any way to shut off the generator?"
[TRAN: 7/6] Resistance
The armour, takes some effort to put on due to the wrench sticking out of chest, you end up have to force it in a bit deeper before you can put it on. As soon as your hand touches the sword, a great green spark, in the shape of a hand, like those that came from the rocs your ally life-drained, arcs from your chest, reaching towards the blade. You pick it up anyway, dragging the energy back into yourself without even the slightest flinch.
You find and retrieve the firearms and associated ammunition for each easily, the combat drugs prove somewhat elusive, requiring Jus' assistance to locate the only discovering two usable syringes. They're both magical in nature, one transforms, the other enhances according to him. You also pick up three grenades.
Considering the generator has been controlling almost everything trying to murder you since entering this storm, I wouldn't recommend it.
Disabling the generator is easy enough, you just need to break it. The problem is that its security system has multiple contingencies and will try and eat you.
"MALEBRANCHE, you said they were pre-Fall. Any idea how they got here? I'd also appreciate knowing what you're supposed to be good at."
Recall -01 and use its gun to shoot the last two pez guys. If they haven't fought back effectively, take the time to shoot one only in the top half and the other only in the bottom half.
[UTAR vs. MDEF: 1 vs. -1] '01 opens fire on a Pez Dispenser
[UTAR vs. MDEF: 3 vs. -1] '01 opens fire on another Pez Dispenser
For once, the PUPPET works 100% perfectly. It sneaks up, for whatever measure the phrase may be applied to a giant thruster-propelled robot, behind the pair of mechanical monsters, places its STINGER behind each and executes them like a professional assassin.
It is frankly amazing how it managed to not fuck up.
You notice, sheepishly that your MUSKETEER has run out of ammunition (as it only can hold one round in its chamber). Guess it was lucky that the PUPPET worked so well.
an ai on flr2 made them
old ais are re-activating and gathering, attracted by disturbances
i has magic
i can make stuff work
more powers later, need more sys rsrcs to use
+8 EXT points
+6 INT points
[+] Brutally Effective
[-] Sat Still Near the End